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Soldier Class

Soldier

A soldier is familiar with modern weaponry, and is skilled in using these killing machines to their most lethal extent. The soldier is most similar to the fighter, but witha greater focus on ranged weapons like guns and explosive. The soldier offers several subclasses to appeal to different playstyles from up close and personal, sneaky backline snipers, and people who just want to blow stuff up.
hit dice: 1d10 per fighter level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
armor proficiencies: All armor
weapon proficiencies: Simple weapons, guns, explosives
tools: Weapon Maintainance and repair kit
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You start with the following items, plus anything provided by your background.

• (a) Chain Mail (reskinned as modern) or (b) leather armor (reskinned as modern), Type 38 Arisaka Rifle (Light)
• (a) two guns or explosives with the "light" tag from the Weapons list
• (a) a Type 14 Nambu Pistol
• (a) a Bayonet
• (a) a ceremonial officer's katana that does 1d6 slashing
• (a) a dungeoneer's pack or (b) an explorer's pack
spellcasting:
The soldier class does not use spells, however many of the weapons require a save DC. Your soldier save DC will be 8 + dex + proficiency.
class features:

Soldier’s Arms

Armory

You have access to any of the weapons in the “Weapons” list (excluding the Type 92 Heavy Machine Gun, Type 98 Anti-Aircraft Gun, Type 90 Field Gun, or Type 89 Siege Artillery). In order to swap out weapons you must go to an allied military installation. Weapons with limited uses will automatically replenish on a long rest, but can also be replenished at any point also by visiting an allied military installation.   All weapons use dex as their + to hit or save DC.   You are able to carry as many weapons as you have weapons slots to do so. You may swap these weapons as a free action during combat.  

Light, Heavy, and Stationary Weapons

As a soldier you gain weapon slots. You start with at least one slot (even if you have a negative strength score) and gain an additional one for every +1 strength modifier you have. For example a person with 10 strength will have 1 weapon slot. A person with 20 strength will have 6 slots   Weapons come in 3 categories: Light, Heavy, and Stationary   Light weapons take up one weapon slot   Heavy weapons take up 2 weapons slots, though typically are slightly more powerful   Stationary weapons also take up 2 weapon slots, but sacrifice mobility and convenience for increased power, being the most lethal of the 3 categories. Stationary weapons can only be carried long distances by car, truck, horse, or equivalent transportation. Stationary weapons require 2 people to use, have their own health pool, and reduce movement speed by half to relocate   Sidearms take up no slots, but you can only have one of them on you at a time  

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. You can choose another fighting style at 14th level.   Dug In - +2 to AC when behind cover. This stacks with existing cover buffs, making them now +4 behind half cover and +7 behind ¾ cover.   Sharpshooter - +2 to attack rolls and damage with attack roll based guns   Burst Fire - You can reroll 1s and 2s on damage dice for save based guns, but you must take the new rolls.   Shock Trooper - +10 movement speed   Soldier Sense - You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Fix Bayonets - The bayonet on your rifle now qualifies as a polearm gaining the “reach” range of 10 feet. It now also does 2d6 piercing instead of 1d6.   Keeping Distance - The range on all explosive weapons, thrown or launched, is now doubled  

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Soldier Specialization

At 3rd level, you choose a specialization that you strive to emulate in your combat styles and techniques. Pick a soldier subclass from the subclasses section.  

Training Kicks In

At 5th level your training pays off. You were taught to keep your eyes peeled and to be ready for anything at any time. This means you’re ready for battle at the drop of a hat. You double the dex modifier to your initiative, and you are no longer able to be surprised or frightened.  

Seasoned veteran

At 6th level you become familiar with the tools of your trade beyond just guns and bombs. You are now proficient in the operating of all equipment and vehicles that could be feasibly related to the military in any way. This includes cars, planes, trains, radios, etc.  

Marksman Shots

At 9th level your weapon becomes like an extension of yourself. Your bullets go precisely where you wish them to and you are able to pull off impressive feats of marksmanship with your weapons.   You gain a number of marksman points equal to your dex modifier that replenish after a long rest. Points may be used as a free action. These points can be used to achieve certain effects of varying cost and effect:   Deadshot (1 point) - When using a gun that uses attack rolls, for 1 point you can add +1 to your attack roll. This ability can stack   Crippling Shot (1 point) - When using a gun that uses attack rolls, you shoot at the legs of your target. For 1 point you can impose a Dex save against your soldier saving throw DC. On a failure the target has its movement speed halved for two rounds.   Swiss Cheese (1 point) - When firing a gun that uses save DCs you can use a point to reroll the lowest die on your damage. If the new roll is less than half of the maximum damage of that die (rounded up), you can use that half damage amount instead.   Center of Mass (1 point) - When firing a gun that uses save DCs you can use a point to add +1 to your save DC. This ability can stack.   Suppressive Fire (2 points) - When firing a gun that uses save DCs you can use 2 points to force enemies within a 45 degree cone extending from your attack out to the range of your weapon to roll a Wisdom save equal to your soldier saving throw DC. On a failure the targets must use their movement to find the nearest cover and use their actions to hide. If no suitable cover is available within their movement distance they will automatically assume the prone position at the beginning of their turn and will need to use half of their movement to get up.   Drop and Windage (2 points) - When using a gun that uses attack rolls, you can use your intuitive knowledge of bullet drop and windage, you can hit an enemy that is hiding no more than 5 feet behind full cover or less as if they were behind no cover.   Ricochet (2 points) - When using a gun that uses attack rolls, before you take a shot you can choose to apply ricochet to it which will apply half damage to a single enemy within 5 feet of your target.   Rake the Area (2 points) - When firing a gun that uses save DCs you can use 2 points to change the straight line of fire into a 45 degree cone. If you have an ability that already achieves this effect then the 45 degree cone turns into a 90 degree one.  

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 20th level in this class.  

Quickdraw

At 13th level your skill to beat someone to the punch is unmatched. As a reaction to a creature within range attacking you or another creature, you make a single attack with a gun that uses attack rolls. If your attack hits the creature takes damage as normal and its attack automatically fails. You can use this ability once per long rest.  

Officer

The legend you’ve built for yourself gives you gravitas in the eyes of others. You can now employ the effects of certain spells through sheer force of leadership. These spells will use your soldier saving throw DC if they require one, and can be cast as either actions or bonus actions.   As cantrips you can now use the following spells: command, heroism, vicious mockery   You can use the following spells once per day: calm emotions, compelled duel
LevelProficiency BonusFeatures
1+2Soldier’s Arms, Fighting Style
2+2Action Surge
3+2Soldier Specialization
4+2Ability Score Improvement
5+3Training Kicks In
6+3Seasoned Veteran
7+3Soldier Specialization
8+3Ability Score Improvement
9+4Marksman Shots
10+4Soldier Specialization
11+4Extra Attack
12+4Ability Score Improvement
13+5Quickdraw
14+5Fighting Style
15+5Soldier Specialization
16+5Ability Score Improvement
17+6Officer
18+6Soldier Specialization
19+6Ability Score Improvement
20+6Extra Attack

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